Subject: U/R Whispering Flares deck T2 Date: Tue, 23 Dec 1997 16:00:58 +0100 From: anders.warrby@ds.rsv.se To: fkusumot@Ix.netcom.com Anders Warrby/DS/RSV@RSV 97-12-23 16:00 Here's my version of the Mana Flare deck. I think i might have been the person who posted the deck that B. Pluim got inspiration from. I started building this deck as soon as Tempest came out. One never knows of course.. probably lots of people thought of the same thing at the same time. I had just never seen a deck like it posted anywhere, thus thought i was first. Maybe I was, maybe I wasn't. Not a big deal. :) Anyway here's what i've come up with after a long time of playtesting. 24 LAND 15 Islands 5 Mountains 4 Mogg Hollows (lacking better R/G duals) - see Sideboard why 9 RED 4 Mana Flare 3 Earthquake 1 Fireball 1 Hammer of Bogardan 27 BLUE 4 Counterspell 4 Memory Lapse 3 Dismiss 2 Dissipate 2 Spell Blast (!) Works wonders in late game - in a later experiment version i've swapped these for 2 Flood Gates (finding out how they work with Capsize) 4 Impulse 4 Capsize 4 Whispers of the Muse (draw 3 cards per turn easily.. yumm! ) SB: 4 Hydroblast 4 Pyroblast 4 Scragnoth (against mono blue with buyback, which is this deck's worst enemy) 1 Earthquake 2 Floodgate (more weenie control against prot. red creatures) If you can't gain control over this deck during the first 3 or 4 rounds (which will be hard with Lapses/Counters) Whispering Flares (as i call it) will take control with card advantage/denial/bouncing until the grand finale with a mighty Fireball for loads of damage and still having spare mana for a counter. Alternatively beatdown with Hammer or even Earthquake for lots to soften opponent up before you kill him with one Hammer. I definately think this deck is worth trying.. I used to play with Diamonds, but took them out for more speed. Most of the spells won't mana burn me anyway, and the speed i gain will save me the few lives that i lose in mana burn. The faster you gain control of the board, the quicker your opponent will give up. :) As Bas Pluim mentioned, be careful with tapping out to cast a flare. Be wary of white decks (armageddon warning and honorable Passage warning.. save counters for the kill). At least save an island so you can counterspell/lapse in opponent's turn. Don't counter creatures unless they are especially nasty... wipe them with Earthquakes/Floodgates or Capsizes instead. Also remember you can Capsize CoPs and other nasty things... no need to counter right away. Enjoy! :) Anders Warrby